Texture Mapping
CPSC 414 10/24/03 Abhijeet Ghosh
The Rendering Pipeline Texture Mapping
- Associate 2D information with 3D surface
– Point on surface corresponds to a point in the texture
- Introduced to increase realism
– Lighting/shading models not enough
- Hide geometric simplicity
– map a brick wall texture on a flat polygon – create bumpy effect on surface
Texture Pipeline
Compute
- bject space
location Use projector function to find (u, v) Use corresponder function to find texels Apply value transform function (e.g., scale, bias) Modify illumination equation value
Texture Pipeline
v u eye Texel color (0.9,0.8,0.7) (x, y, z) Object position (-2.3, 7.1, 17.7) (u, v) Parameter space (0.32, 0.29) Texture Image space (81, 74)
Texture Mapping
s s t t (s (s0
0,t
,t0
0)
) (s (s1
1,t
,t1
1)
) (s (s2
2,t
,t2
2)
) 1 1 1 1
(s, t) parameterization in OpenGL